Advanced
Something harder than basics I guess.
Feels boring with normal guns? Ok I will show you how to make unique guns and make the game funnier!
1. Gun's Effects
1.1. How to add a new effects?
Effects can be added through 'special' section of any gun
For example:
1.2. How to build an effect?
You can easily build a new effect by using this format
1. Effect's event
Every effect required an event to make it work. Available event: ON_HIT, ON_SHOOT, ON_HOLDING.
2.1. Effect's type
Every effect required effect's type to work. Available type: STATUS_EFFECT, POTION_EFFECT.
2.2. Special type
INCREASE_DAMAGE (Can only be used in ON_HIT event) Requirements: addtional type, amplifier Type for "INCREASE_DAMAGE" available: DISTANCE Example: ON_HIT:INCREASE_DAMAGE:DISTANCE:2 Explain: On bullet hit, damage will be increase by 2% per block
3. Effect's target
Every effect required a target too. Available target: SELF, ENEMY (especially for ON_HIT event).
4. Type's requirements
For STATUS_EFFECT:
It required a status and duration Available status: FIRE Example: ON_HIT:STATUS_EFFECT:ENEMY:FIRE:5 Explain: It will ignite the enemy 5 seconds on bullet hit.
For POTION_EFFECT:
It required potion effect type, duration (in ticks), amplifier, ambient (true/false), and particles (true/false) Available potion effect type: For 1.8.8: here Example: ON_HIT:POTION_EFFECT:SELF:SPEED:20:1:false:false Explain: You will gain SPEED II for 20 ticks (1 sec) with no ambient and no particles on bullet hit.
The seventh argument is ambient while the eighth is particles
You cannot skip any effect's argument or that effect will not work!
1.3. Example
If you think the guild above is quite hard to understand? I will provide you some example:
2. Gun's particle
Advance particles include: REDSTONE, BLOCK_CRACK, BLOCK_DUST, ITEM_CRACK (all of them were added since BETA-1.0.4!)
These particles require a new option called: particles-option (You can add it below 'particles'!)
2.1. Options for REDSTONE
Normally you only need 4 argument split by " " to make it work! Format: 'false <R> <G> <B>' But if you set the first argument to 'true', it require 7: Format: 'true <R1> <G1> <B1> <R2> <G2> <B2>' (Use this if you need transitional particles!)
You can go to this site for RGB color
2.2. Options for BLOCK_CRACK, BLOCK_DUST, ITEM_CRACK
Format: '<MATERIAL> <DATA>'
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